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Made in de
Regular Dakkanaut





Hey, Dakka, I was thinking about making a wargame about YOUR DUDES. Essentially Kill Team but with it's own lore and more expansive character creation / advancement. A lot of this is quoted from a discussion I had elsewhere.

Concept
It is the distant future. Long ago, the true Empire of Man fell as he relied too much on machines that were capable of thinking for themselves.

Now, not much is left but this almost-Empire, a vast collection of feudal states nominally ruled by an Emperor. Each feudal state is ruled by it's own Lord.

You take the role of one of these Lords of the Empire. You are one in a long line of genetically engineered godlings, greater than the serfs under your command through birth, training and the resources you have to hand.

Whilst outright war between the Lords is banned by decree of the Emperor, skirmishes are not. He looks the other way simply due to the fear that the Empire would collapse dare he try to take away the sport of the Lords.

Your goal is simple: Claim territory, relics and resources from the other Lords. Break them, destroy them and make as much of the galaxy your's as you possibly can.

Design Goals
- playable with a small number of miniatures, a box of space marines and a box of imperial guard would be FAR more than enough
- thematically suited by the use of Spess Mareens and Imperial Guard miniatures
- fast, fun gameplay (similar to chess in activation methods)
- strong campaign gameplay
- expansive character creation
- expansive character growth for campaigns

Rounds
A game is made up of a number of rounds (likely five or less, possibly more depending on how fast this ends up actually running). At the beginning of every round, psionic points refill, players do any every round rolls (control of the psionic waves, as an example) and the like. A round ends when a player declares it to have ended although their opponent may choose to take one more turn for themselves.

Activation
Players take it in turns to activate units. Every turn, you may activate a single unit. You can select the same unit multiple turns in a row, it doesn't matter. Those units have two actions. There are various uses and spending both of those actions on a single use is possible in most circumstances.

This MAY have potential problems, but I'll look into it.

Roll Resolution
The roll resolution will likely be 3d6 + modifier to beat a set target. So you'd roll 3d6 + weapon skill to beat someone's armour, as an example. Extreme results are still there, they're just less likely and therefore can be better rewarded.

Lords
Your Lord is a combination of genetics, training and their powered armour. An unarmed one could probably easily take on a bunch of serfs with knives just through genetics and training alone. The noble houses make sure only the best of their stock survives.

Powered armour is the big thing, though. It's meant to reflect medieval times where your suits of armour essentially turned you into a human tank, untouchable by the peasantry.

The concept for your Lord starts out with basically five classes, which affect which perks and equipment you can take:
- Warrior: Fighter, master of the weapon. Very good at killing the feth out of things.
- Rogue: Sneak, master of deception. Very good at appearing where your enemy doesn't want him to be.
- Psion: Wizard, master of the mind. Very good at blowing gak up using magical fire powers.
- Priest: Holy man, master of the theurgical. Very good at destroying the witches and the corrupt.
- Nobleman: Inspirer, master of the masses. Very good at ensuring that everyone else is their very best.

You can take other elites for these classes, but they will NEVER be as good as your Lord is. Your Lord is the keystone of your group. This guy is YOUR DUDE.

You could pick Nobleman as your Lord's class. You'd take perks boosting the serfs and just use them as your primary block to bowl over the enemies. Your Lord would be weaker but the spam would be stronger.

Retainers
Your Lord's higher vassals, usually lesser noblemen or courtiers. Can, like the Lord, take a class and advance. Statlines worse than the Lord's is by a reasonable margin and can't take some of the better perks. These guys are YOUR OTHER DUDES.

Serfs
The low ranked rabble that your Lord rules over. Useful as chaff, objective capturers and the occasional tarpit to slow the enemy Lord down. Very cheap, likely won't be advanceable.

End
What do you think, Dakka?

This message was edited 2 times. Last update was at 2015/11/19 15:59:52


 
   
Made in au
Longtime Dakkanaut




It's a start, but I think you will need a lot more work put into it before you get a great deal of interest.

The world or story for the game needs work to make it interesting on its own.
It may be by intent to work with 40k, but it competes with other games that are well suited to that already.
Inquisitor
Necromunda
And 40k itself
I think it would be much better for you to get your own world built up and it's own story's.

Your design goals are good but little to work on but you only really have he basics for the rules you are thinking about.
This means there isn't much to go on positive or negative here.

Concept starts out wanting to make a game that's highly customisable but then seems to dive head first into the concept of guys in power armour.
This makes me think you need to work out a lot more on basic concepts and how the world and fits around it all.
Your five classes also seem to be very mixed, power armour is a big thing but you have rogues, psions and noble as a class.
(Personally I would just use perks to define the lords, they are all lords already can that not be there class ? )

In the end I think this is a great start for you to sit down with some friends, work out some rules and cool story's and get playing. But there isn't a huge amount to go on yet for a more open thoughts I think.

hope this is helpful a bit to you.
   
 
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